Commit Graph

291 Commits

Author SHA1 Message Date
Clément Foucault
a961c9050d Cleanup: GPU: Remove dependency on legacy common_math_lib.glsl
Replace usage of `common_math_lib.glsl` (deprecated) with gpu shader libs.

Pull Request: https://projects.blender.org/blender/blender/pulls/131579
2025-02-10 18:14:50 +01:00
Campbell Barton
e659e87a67 Cleanup: cmake formatting, sort file lists 2025-02-10 19:40:06 +11:00
Jeroen Bakker
d496e69eca Cleanup: Subdiv: Remove common_ prefix
The `common_` prefix can be confusing as there are other common_ files as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/134184
2025-02-07 07:48:49 +01:00
Clément Foucault
1ac4651778 Cleanup: DRW: Remove legacy common_view_lib.glsl
No functional changes. Only moving and renaming stuff.

Pull Request: https://projects.blender.org/blender/blender/pulls/131558
2025-01-23 18:06:22 +01:00
Campbell Barton
a3213dc82a Cleanup: trailing space 2024-12-09 09:23:23 +11:00
Miguel Pozo
e3c6c2c6fc Cleanup: CMake: De-duplicate with_shader_cpp_compilation code
Move the common setup and function to `macros.cmake`.

Pull Request: https://projects.blender.org/blender/blender/pulls/131391
2024-12-06 21:03:11 +01:00
Miguel Pozo
72aaaa0c24 Fix: GPU: Errors and warnings for CPP shaders in MSVC
Pull Request: https://projects.blender.org/blender/blender/pulls/131332
2024-12-04 17:33:12 +01:00
Clément Foucault
01f1e9a2c4 GPU: Silence most GLSL C++ compilation warnings 2024-12-02 23:01:12 +01:00
Clément Foucault
2c3ccdf77a GPU: GLSL compilation as C++ for eevee static shaders
Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/130298
2024-12-02 21:26:15 +01:00
Clément Foucault
a15a4c9c9a GPU: GLSL compilation as C++ for grease pencil shaders
Rel #127983
2024-12-02 13:21:12 +01:00
Falk David
ed1c262bb3 Cleanup: Remove unused Grease Pencil shader file
This file was completely unused and caused confusion.

Pull Request: https://projects.blender.org/blender/blender/pulls/130982
2024-11-26 17:09:42 +01:00
Clément Foucault
23ac825a15 Cleanup: Overlay-Next: Deduplicate global UBO binding
No functional changes.
2024-11-24 01:23:10 +01:00
Clément Foucault
92aa3fe46b Cleanup: Workbench: Address shader warnings 2024-11-14 23:39:01 +01:00
Clément Foucault
c0c816f846 GPU: GLSL compilation as C++ for workbench static shaders 2024-11-14 23:15:06 +01:00
Clément Foucault
b76cc897b6 Cleanu: GPU: Address GLSL warnings 2024-11-13 12:38:00 +01:00
Clément Foucault
1aea4fb5c7 GPU: GLSL C++ shaders: Silence unuseful warnings 2024-11-13 12:37:00 +01:00
Clément Foucault
29b3df7504 GPU: GLSL compilation as C++ for draw intern shaders
Allow compilation of shaders using C++ for linting and
IDE support.

Related #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/130193
2024-11-13 12:32:39 +01:00
Clément Foucault
62a5671587 Cleanup: DRW: Remove unused shader functions 2024-11-08 00:27:42 +01:00
Clément Foucault
d2c378984d Cleanup: GPU: Avoid glsl functions with only one void argument 2024-11-01 18:57:22 +01:00
Clément Foucault
d712be0662 GPU: Change global scope variable to defines to avoid overhead on Metal 2024-10-15 20:06:46 +02:00
Clément Foucault
62826931b0 GPU: Move more linting and processing of GLSL to compile time
The goal is to reduce the startup time cost of
all of these parsing and string replacement.

All comments are now stripped at compile time.
This comment check added noticeable slowdown at
startup in debug builds and during preprocessing.

Put all metadatas between start and end token.
Use very simple parsing using `StringRef` and
hash all identifiers.

Move all the complexity to the preprocessor that
massagess the metadata into a well expected input
to the runtime parser.

All identifiers are compile time hashed so that no string
comparison is made at runtime.

Speed up the source loading:
- from 10ms to 1.6ms (6.25x speedup) in release
- from 194ms to 6ms (32.3x speedup) in debug

Follow up #129009

Pull Request: https://projects.blender.org/blender/blender/pulls/128927
2024-10-15 19:47:30 +02:00
Clément Foucault
2514e119cb Merge branch 'blender-v4.3-release'
# Conflicts:
#	source/blender/draw/intern/shaders/draw_view_info.hh
2024-10-11 18:30:11 +02:00
Clément Foucault
ac1069805c Fix: DRW: Broken multiview support with inverted scale object instances
If a `DrawGroup` contained both inverted and non-inverted scale
the command generate shader would output the `resource_id`
content at conflicting indices. This is because the number of
instances stored inside the `DrawGroup` are the original
count before multiview. Actually, only `start` was taking the
multi-view count into account.

We cannot modify the value on CPU otherwise it would increase
the instance count for each submission. So the fix is to
pass the view count to the command generate shader and
multiply the instance count where needed.

Fix #128085

Pull Request: https://projects.blender.org/blender/blender/pulls/128854
2024-10-11 18:09:57 +02:00
Clément Foucault
f877f705c6 Revert "DRW: Rename draw_debug_info.hh to avoid conflict with main branch"
This reverts commit 301c853b9c.
2024-10-07 16:19:55 +02:00
Clément Foucault
0ab5b400b3 Merge branch 'blender-v4.3-release' 2024-10-07 16:17:28 +02:00
Clément Foucault
301c853b9c DRW: Rename draw_debug_info.hh to avoid conflict with main branch
Between 0bfd5e3536
and b1cbd9c889
the main branch is incorrectly processing the file
`draw_debug_info.hh` as GLSL and does some string
preprocessing on it. But the output filename matches
the name of the header source file used for compiling
the gpu module. This file not having been updated
since a long time doesn't get copied from the source
folder when switching to other branch and make compilation
fail.

In order to avoid breaking the buildbot longer, we
rename the incriminating file to force recreate it
when building the release branch.
2024-10-07 16:11:09 +02:00
Clément Foucault
9c0321ae9b Metal: Simplify MSL translation
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.

Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.

Additionally reduce the amount of code duplication
inside the compatibility code.

Pull Request: https://projects.blender.org/blender/blender/pulls/128634
2024-10-07 12:54:10 +02:00
Clément Foucault
754920a92d Cleanup: DRW: Missing include
This Shader lib is unused anyway.
2024-10-07 12:35:47 +02:00
Clément Foucault
42e8cbb921 GPU: Make use of the C++ stubs in some shaders 2024-10-07 12:35:47 +02:00
Clément Foucault
e4c802e53e GPU: Use macros for create infos
Mass rename create info function to use the new macros.
This allows to define resources in C++ inside IDEs'
precompilation system for linting purpose.

This applies the following script and format afterwards:
https://projects.blender.org/blender/blender/pulls/128602#issuecomment-1310597

Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128602
2024-10-04 19:04:40 +02:00
Clément Foucault
7e5bc58649 GPU: Change GLSL include directive
This changes the include directive to use the standard C preprocessor
`#include` directive.

The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`

This allow C++ linter to parse the code and allow easier codebase
traversal.

However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.

This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.

This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.

These requirements are actually already enforced by our code-style
in practice.

On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.

Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
2024-10-04 15:48:22 +02:00
Chris Clyne
5a27280916 EEVEE: Light & Shadow linking
This adds feature parity with Cycles regarding light and shadow liking.

Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.

For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
2024-10-03 18:41:06 +02:00
Miguel Pozo
2223d995fc Fix: Draw: Bounds usage
The first commit ensures IsectBoxes are not set up unless
they are valid.

The second commit renames
`drw_bounds_are_valid` to `drw_bounds_corners_are_valid`,
and `drw_bounds_culling_enabled` to `drw_bounds_are_valid`
so it's harder to set up an invalid `IsectBox` by mistake.

(Continuation of #127807)

Pull Request: https://projects.blender.org/blender/blender/pulls/128125
2024-09-25 19:58:38 +02:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Clément Foucault
02cf5f5f0f Fix #127774: Flat Object matrix leads to incorrect culling
Object with degenerate transform matrix can lead to flat
bounds on GPU. This in turn lead to NaN intersection planes
inside `IsectBox`.

Compute (pseudo) size of matrix and bypass culling is any
axis is too small.

The other part of the patch makes sure that there is a
distinction between disabled culling and invalid
bounding boxes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127807
2024-09-19 14:09:57 +02:00
Clément Foucault
019bc5127a Overlay-Next: Xray Outline
Port the outline wire prepass shader to primitive
expansion API and enable it for xray mode.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127657
2024-09-16 11:24:40 +02:00
Clément FOUCAULT
a4cd59e369 Overlay-Next: Prepass: Grease Pencil
Allow selection of grease pencil objects.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127238
2024-09-06 13:29:53 +02:00
Clément FOUCAULT
895e315f2e Overlay-Next: Add Alt+B clipping support
Add back clipping using the same GL clip planes as before.

The difference is that the clip planes are now stored in the
`GlobalsUboStorage` instead of relying on another separate
UBO.

One annoyance of the current design is that the `overlay::Instance`
has to be created with the clipping state. This could be fixed later
by making the shader module a pointer instead of a reference.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127018
2024-09-02 10:54:10 +02:00
Clément Foucault
c42380c633 Overlay-Next: Outline
Straightforward port.

Only the dupli object optimization and the resource handle
deduplication are left as todos.

Marked areas that are against design to be fixed.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126152
2024-08-12 15:29:20 +02:00
Clément Foucault
88d4b4097c OSD: Guard unneeded buffers behind defines
Fix unused buffer errors.
2024-08-07 16:31:43 +02:00
Clément Foucault
b5a9a67dcf Fix: EEVEE: Object holdout not working
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
  practice)
- Handle transparent materials properly, keeping the
  transparency working.

Fix #123284

Pull Request: https://projects.blender.org/blender/blender/pulls/123315
2024-06-17 19:08:37 +02:00
Clément Foucault
41b0e11839 DRW: Reduce number of bits used to store shape indice
Fix #108901
2024-05-11 14:00:28 +02:00
Clément Foucault
07e78f613b DRW: Avoid rendering objects with invalid bounds in disabled views
Fix #114752
2024-05-10 13:03:05 +02:00
Clément Foucault
b02ccbca9b DRW: Fix drw_print on metal
Metal doesn't use the same Y direction for the
point coordinate. Since this is only used for this
shader, do a local fix.
2024-05-09 12:46:29 +02:00
Clément Foucault
e401d996aa Fix: EEVEE-Next: Wrong LOD tagging for punctual shadow maps
The root issue is that `shadow_punctual_footprint_ratio` was not
fed with Z distance but by radial distances to camera and
light.

This commit cleans up this computation by only precomputing the
film pixel radius on CPU. This allow the LOD computation to be
more local and easier to read.

Fix #119725

Pull Request: https://projects.blender.org/blender/blender/pulls/121167
2024-04-29 15:19:49 +02:00
Clément Foucault
5b1f5a5aa7 Cleanup: DRW: Remove uneeded dependency of debug shaders on draw_view
This fix a missing bind error for the debug draw
and print shaders.
2024-04-16 19:47:39 +02:00
Miguel Pozo
cec57e9138 Fix: Draw: EEVEE-Next shadow flickering and other uninitialized bounds fixes
Always check if the DrawManager ObjectBounds are valid.
Initialized invalid bounds to NaN in debug builds for easier debugging.

Pull Request: https://projects.blender.org/blender/blender/pulls/120591
2024-04-16 17:19:13 +02:00
Hans Goudey
a099061feb Cleanup: Move remaining draw headers to C++ 2024-03-23 14:51:59 +01:00
Clément Foucault
a3d0145c93 GPU: Fix usage of char4 in opensubdiv shader
`char4` are defined as `int4` from now on. This
created a compiler error.
2024-03-12 12:46:52 +01:00
Clément Foucault
070d72b8f3 DRW: Fix debug_print using char4 macro
This is a side effect of the new small types
support. We need to avoid using them as local
variables.
2024-03-11 09:52:20 +01:00